using UnityEngine; using System.Collections.Generic; namespace Lean.Transition.Method { /// This component allows you to rotate the specified Transform by the target value. [HelpURL(LeanTransition.HelpUrlPrefix + "LeanTransformRotate")] [AddComponentMenu(LeanTransition.MethodsMenuPrefix + "Transform/Transform.Rotate" + LeanTransition.MethodsMenuSuffix + "(LeanTransformRotate)")] public class LeanTransformRotate : LeanMethodWithStateAndTarget { public override System.Type GetTargetType() { return typeof(Transform); } public override void Register() { PreviousState = Register(GetAliasedTarget(Data.Target), Data.EulerAngles, Data.Space, Data.Duration, Data.Ease); } public static LeanState Register(Transform target, Vector3 eulerAngles, Space space, float duration, LeanEase ease = LeanEase.Smooth) { var state = LeanTransition.SpawnWithTarget(State.Pool, target); state.EulerAngles = eulerAngles; state.Space = space; state.Ease = ease; return LeanTransition.Register(state, duration); } [System.Serializable] public class State : LeanStateWithTarget { [Tooltip("The amount we will rotate.")] public Vector3 EulerAngles; [Tooltip("The space we will transition in.")] public Space Space = Space.Self; [Tooltip("The ease method that will be used for the transition.")] public LeanEase Ease = LeanEase.Smooth; [System.NonSerialized] private Vector3 previousEulerAngles; public override ConflictType Conflict { get { return ConflictType.None; } } public override void BeginWithTarget() { previousEulerAngles = Vector3.zero; } public override void UpdateWithTarget(float progress) { var eulerAngles = EulerAngles * Smooth(Ease, progress); Target.Rotate(eulerAngles - previousEulerAngles, Space); previousEulerAngles = eulerAngles; } public static Stack Pool = new Stack(); public override void Despawn() { Pool.Push(this); } } public State Data; } } namespace Lean.Transition { public static partial class LeanExtensions { public static Transform RotateTransition(this Transform target, float x, float y, float z, float duration, LeanEase ease = LeanEase.Smooth) { Method.LeanTransformRotate.Register(target, new Vector3(x, y, z), Space.Self, duration, ease); return target; } public static Transform RotateTransition(this Transform target, Vector3 eulerAngles, float duration, LeanEase ease = LeanEase.Smooth) { Method.LeanTransformRotate.Register(target, eulerAngles, Space.Self, duration, ease); return target; } public static Transform RotateTransition(this Transform target, float x, float y, float z, Space space, float duration, LeanEase ease = LeanEase.Smooth) { Method.LeanTransformRotate.Register(target, new Vector3(x, y, z), space, duration, ease); return target; } public static Transform RotateTransition(this Transform target, Vector3 eulerAngles, Space space, float duration, LeanEase ease = LeanEase.Smooth) { Method.LeanTransformRotate.Register(target, eulerAngles, space, duration, ease); return target; } } }